共查询到20条相似文献,搜索用时 15 毫秒
1.
Fajen Brett R. Warren William H. Temizer Selim Kaelbling Leslie Pack 《International Journal of Computer Vision》2003,54(1-3):13-34
Using a biologically-inspired model, we show how successful route selection through a cluttered environment can emerge from on-line steering dynamics, without explicit path planning. The model is derived from experiments on human walking performed in the Virtual Environment Navigation Lab (VENLab) at Brown. We find that goals and obstacles behave as attractors and repellors of heading, the direction of locomotion, for an observer moving at a constant speed. The influence of a goal on turning rate increases with its angle from the heading and decreases exponentially with its distance; the influence of an obstacle decreases exponentially with angle and distance. Linearly combining goal and obstacle terms allows us to simulate paths through arbitrarily complex scenes, based on information about obstacles in view near the heading direction and a few meters ahead. We simulated the model on a variety of scene configurations and observed generally efficient routes, and verified this behavior on a mobile robot. Discussion focuses on comparisons between dynamical models and other approaches, including potential field models and explicit path planning. Effective route selection can thus be performed on-line, in simple environments as a consequence of elementary behaviors for steering and obstacle avoidance. 相似文献
2.
目的 人群仿真中高效性和逼真性是群体路径规划的关键问题。已有人群路径规划算法忽略了人群情绪造成的路径选择差异,在大规模实时仿真中仍存在一定的局限性。方法 提出一种融入情绪模型的人群实时路径规划算法(EPP)。使用人格特征理论对人群的情绪进行建模并设定不同情绪所具有的路径选择偏好。在路径建模阶段,通过单次搜索建立全局有向导航图,确定全局层面的可行路径;在路径搜索阶段,提出以期望时间最短为原则的路径规划目标函数,采用局部搜索策略为个体实时规划一条最优或次优的路径。结果 EPP算法可有效地仿真不同场景下大规模人群的路径选择现象;与已有工作的仿真效果和量化指标对比说明了该算法的有效性和高效性;通过不同情绪状态下人群路径选择差异的讨论以及在不同人群运动模型的兼容性实验进一步说明了该算法的健壮性。结论 本文算法具有良好的高效性和健壮性,适用于不同场景下大规模人群路径规划的相关应用。 相似文献
3.
Finlayson G.D. Hordley S.D. HubeL P.M. 《IEEE transactions on pattern analysis and machine intelligence》2001,23(11):1209-1221
The paper considers the problem of illuminant estimation: how, given an image of a scene, recorded under an unknown light, we can recover an estimate of that light. Obtaining such an estimate is a central part of solving the color constancy problem. Thus, the work presented will have applications in fields such as color-based object recognition and digital photography. Rather than attempting to recover a single estimate of the illuminant, we instead set out to recover a measure of the likelihood that each of a set of possible illuminants was the scene illuminant. We begin by determining which image colors can occur (and how these colors are distributed) under each of a set of possible lights. We discuss how, for a given camera, we can obtain this knowledge. We then correlate this information with the colors in a particular image to obtain a measure of the likelihood that each of the possible lights was the scene illuminant. Finally, we use this likelihood information to choose a single light as an estimate of the scene illuminant. Computation is expressed and performed in a generic correlation framework which we develop. We propose a new probabilistic instantiation of this correlation framework and show that it delivers very good color constancy on both synthetic and real images. We further show that the proposed framework is rich enough to allow many existing algorithms to be expressed within it: the gray-world and gamut-mapping algorithms are presented in this framework and we also explore the relationship of these algorithms to other probabilistic and neural network approaches to color constancy 相似文献
4.
This paper describes a method for local path planning for mobile robots that combines reactive obstacle avoidance with on-line local path planning. Our approach is different to other model-based navigation approaches since it integrates both global and local planning processes in the same architecture while other methods only combine global path planning with a reactive method to avoid non-modelled obstacles. Our local planning is only triggered when an unexpected obstacle is found and reactive navigation is not able to regain the initial path. A new trajectory is then calculated on-line using only proximity sensor information. This trajectory can be improved during the available time using an anytime algorithm. The proposed method complements the reactive behaviour and allows the robot to navigate safely in a partially known environment during a long time period without human intervention. 相似文献
5.
Zhiguo Ren Wenjing Gai Fan Zhong Julien Pettré Qunsheng Peng 《The Visual computer》2013,29(9):927-936
In this paper, we propose a novel approach to integrate virtual pedestrians into a scene of real pedestrian groups with behavior consistency, and this is achieved by dynamic path planning of virtual pedestrians. Rather than accounting for the local collision avoidance only, our approach is capable of finding an optimized path for each virtual pedestrian on his way based on the current global distribution of the real groups in the scene. The big challenge is due to the information of both position and velocity of real pedestrians in the video being unavailable; also the distribution of the groups in the scene may vary dynamically. We therefore need to detect and track real pedestrians on each frame of the video to acquire their distribution and motion information. We save this information by an efficient data structure, called environment grid. During the way of a virtual pedestrian, the respective agent frequently emits the detection rays through the environment cells to find the situation of the real pedestrians ahead of him and adjust the original path if necessary. Virtual pedestrians are merged into the video finally with the occlusion between virtual characters and the real pedestrians correctly presented. Experiment results on several scenarios demonstrate the effectiveness of the proposed approach. 相似文献
6.
Images/videos captured by portable devices (e.g., cellphones, DV cameras) often have limited fields of view. Image stitching, also referred to as mosaics or panorama, can produce a wide angle image by compositing several photographs together. Although various methods have been developed for image stitching in recent years, few works address the video stitching problem. In this paper, we present the first system to stitch videos captured by hand‐held cameras. We first recover the 3D camera paths and a sparse set of 3D scene points using CoSLAM system, and densely reconstruct the 3D scene in the overlapping regions. Then, we generate a smooth virtual camera path, which stays in the middle of the original paths. Finally, the stitched video is synthesized along the virtual path as if it was taken from this new trajectory. The warping required for the stitching is obtained by optimizing over both temporal stability and alignment quality, while leveraging on 3D information at our disposal. The experiments show that our method can produce high quality stitching results for various challenging scenarios. 相似文献
7.
Although modern path tracers are successfully being applied to many rendering applications, there is considerable interest to push them towards ever‐decreasing sampling rates. As the sampling rate is substantially reduced, however, even Monte Carlo (MC) denoisers–which have been very successful at removing large amounts of noise–typically do not produce acceptable final results. As an orthogonal approach to this, we believe that good importance sampling of paths is critical for producing better‐converged, path‐traced images at low sample counts that can then, for example, be more effectively denoised. However, most recent importance‐sampling techniques for guiding path tracing (an area known as “path guiding”) involve expensive online (per‐scene) training and offer benefits only at high sample counts. In this paper, we propose an offline, scene‐independent deep‐learning approach that can importance sample first‐bounce light paths for general scenes without the need of the costly online training, and can start guiding path sampling with as little as 1 sample per pixel. Instead of learning to “overfit” to the sampling distribution of a specific scene like most previous work, our data‐driven approach is trained a priori on a set of training scenes on how to use a local neighborhood of samples with additional feature information to reconstruct the full incident radiance at a point in the scene, which enables first‐bounce importance sampling for new test scenes. Our solution is easy to integrate into existing rendering pipelines without the need for retraining, as we demonstrate by incorporating it into both the Blender/Cycles and Mitsuba path tracers. Finally, we show how our offline, deep importance sampler (ODIS) increases convergence at low sample counts and improves the results of an off‐the‐shelf denoiser relative to other state‐of‐the‐art sampling techniques. 相似文献
8.
多机器人协作导航目前广泛应用于搜索救援、物流等领域, 协作策略与目标导航是多机器人协作导航面临的主要挑战. 为提高多个移动机器人在未知环境下的协作导航能力, 本文提出了一种新的分层控制协作导航(hierarchical control cooperative navigation, HCCN) 策略, 利用高层目标决策层和低层目标导航层, 为每个机器人分配一个目标点, 并通过全局路径规划和局部路径规划算法, 引导智能体无碰撞地到达分配的目标点. 通过Gazebo平台进行实验验证, 结果表明, 文中所提方法能够有效解决协作导航过程中的稀疏奖励问题, 训练速度至少可提高16.6%, 在不同环境场景下具有更好的鲁棒性, 以期为进一步研究多机器人协作导航提供理论指导, 应用至更多的真实场景中. 相似文献
9.
Three-dimensional scene flow 总被引:2,自引:0,他引:2
Vedula S Baker S Rander P Collins R Kanade T 《IEEE transactions on pattern analysis and machine intelligence》2005,27(3):475-480
Just as optical flow is the two-dimensional motion of points in an image, scene flow is the three-dimensional motion of points in the world. The fundamental difficulty with optical flow is that only the normal flow can be computed directly from the image measurements, without some form of smoothing or regularization. In this paper, we begin by showing that the same fundamental limitation applies to scene flow; however, many cameras are used to image the scene. There are then two choices when computing scene flow: 1) perform the regularization in the images or 2) perform the regularization on the surface of the object in the scene. In this paper, we choose to compute scene flow using regularization in the images. We describe three algorithms, the first two for computing scene flow from optical flows and the third for constraining scene structure from the inconsistencies in multiple optical flows. 相似文献
10.
11.
3-D Reconstruction of Urban Scenes from Image Sequences 总被引:3,自引:0,他引:3
Olivier Faugeras Luc Robert Stéphane Laveau Gabriella Csurka Cyril Zeller Cyrille Gauclin Imad Zoghlami 《Computer Vision and Image Understanding》1998,69(3):292-309
In this paper, we address the problem of the recovery of a realistic textured model of a scene from a sequence of images, without any prior knowledge either about the parameters of the cameras or about their motion. We do not require any knowledge of the absolute coordinates of some control points in the scene to achieve this goal. First, using various computer vision tools, we establish correspondences between the images and recover the epipolar geometry, from which we show how to compute the complete set of perspective projection matrices for all camera positions. Then, we proceed to reconstruct the geometry of the scene. We show how to rely on information of the scene such as parallel lines or known angles in order to reconstruct the geometry of the scene up to, respectively, an unknown affine transformation or an unknown similitude. Alternatively, if this information is not available, we can still recover the Euclidean structure of the scene through the techniques of self-calibration. The scene geometry is modeled as a set of polyhedra. Textures to be mapped on the scene polygons are extracted automatically from the images. We show how several images can be combined through mosaicing in order to automatically remove visual artifacts such as pedestrians or trees from the textures.This vision system has been implemented as a vision server, which provides to a CAD-CAM modeler geometry or texture information extracted from the set of images. The whole system allows efficient and fast production of scene models of high quality for such applications as simulation, virtual, or augmented reality. 相似文献
12.
In this paper we describe an algorithm to recover the scene structure, the trajectories of the moving objects and the camera motion simultaneously given a monocular image sequence. The number of the moving objects is automatically detected without prior motion segmentation. Assuming that the objects are moving linearly with constant speeds, we propose a unified geometrical representation of the static scene and the moving objects. This representation enables the embedding of the motion constraints into the scene structure, which leads to a factorization-based algorithm. We also discuss solutions to the degenerate cases which can be automatically detected by the algorithm. Extension of the algorithm to weak perspective projections is presented as well. Experimental results on synthetic and real images show that the algorithm is reliable under noise. 相似文献
13.
Koppal Sanjeev J. Narasimhan Srinivasa G. 《IEEE transactions on pattern analysis and machine intelligence》2009,31(8):1375-1385
A new technique is proposed for scene analysis, called "appearance clustering.” The key result of this approach is that the scene points can be clustered according to their surface normals, even when the geometry, material, and lighting are all unknown. This is achieved by analyzing an image sequence of a scene as it is illuminated by a smoothly moving distant light source. In such a scenario, the brightness measurements at each pixel form a "continuous appearance profile.” When the source path follows an unstructured trajectory (obtained, say, by smoothly hand-waving a light source), the locations of the extrema of the appearance profile provide a strong cue for the scene point's surface normal. Based on this observation, a simple transformation of the appearance profiles and a distance metric are introduced that, together, can be used with any unsupervised clustering algorithm to obtain isonormal clusters of a scene. We support our algorithm empirically with comprehensive simulations of the Torrance-Sparrow and Oren-Nayar analytic BRDFs, as well as experiments with 25 materials obtained from the MERL database of measured BRDFs. The method is also demonstrated on 45 examples from the CURET database, obtaining clusters on scenes with real textures such as artificial grass and ceramic tile, as well as anisotropic materials such as satin and velvet. The results of applying our algorithm to indoor and outdoor scenes containing a variety of complex geometry and materials are shown. As an example application, isonormal clusters are used for lighting-consistent texture transfer. Our algorithm is simple and does not require any complex lighting setup for data collection. 相似文献
14.
无人多飞行器(UAV)协同技术是当前分布式人工智能的一个热点领域,其中一个关键技术在于如何实现多UAV集群根据复杂环境中目标、威胁、地形变化以及各UAV之间的性能约束动态进行实时性航路规划。提出一种基于Multi-agent系统的多UAV对实时动态多目标进行路径规划的方法。其核心是基于Multi-agent系统的decen-tralized控制方案。在Multi-agent平台上,实现了agent对于环境、目标、任务等路劲规划约束条件的建模,同时提出了多agent动态路径规划方法的实现方案。方案使用DisCSP模型框架,将基于真实复杂战场环境的实时路径规划问题所涉及的多复杂限制条件,抽象成Multi-agent系统中的各个约束条件,通过多agent间Dynamic Programming过程求解多UAV实时动态多目标的路径规划和协同任务分配的ABT算法,并实现在动态威胁和地形以及动态目标下具备集群协同能力的多UAV实时仿真系统。 相似文献
15.
Myeong Won Lee Jae Moon Lee 《国际自动化与计算杂志》2007,4(1):25-29
In this paper,we present a framework for the generation and control of an Internet-based 3-dimensionai game virtual environment that allows a character to navigate through the environment.Our framework includes 3-dimensional terrain mesh data processing,a map editor,scene processing,collision processing,and waikthrough control.We also define an environment-specific semantic information editor,which can be applied using specific location obtained from the real world.Users can insert text information related to the characters real position in the real world during navigation in the game virtual environment. 相似文献
16.
Yvain Quéau Jean-Denis Durou Jean-François Aujol 《Journal of Mathematical Imaging and Vision》2018,60(4):609-632
The need for an efficient method of integration of a dense normal field is inspired by several computer vision tasks, such as shape-from-shading, photometric stereo, deflectometry. Inspired by edge-preserving methods from image processing, we study in this paper several variational approaches for normal integration, with a focus on non-rectangular domains, free boundary and depth discontinuities. We first introduce a new discretization for quadratic integration, which is designed to ensure both fast recovery and the ability to handle non-rectangular domains with a free boundary. Yet, with this solver, discontinuous surfaces can be handled only if the scene is first segmented into pieces without discontinuity. Hence, we then discuss several discontinuity-preserving strategies. Those inspired, respectively, by the Mumford–Shah segmentation method and by anisotropic diffusion, are shown to be the most effective for recovering discontinuities. 相似文献
17.
By starting with the assumption that motion is fundamentally a decision making problem, we use the world-line concept from Special Relativity as the inspiration for a novel multi-agent path planning method. We have identified a particular set of problems that have so far been overlooked by previous works. We present our solution for the global path planning problem for each agent and ensure smooth local collision avoidance for each pair of agents in the scene. We accomplish this by modelling the collision-free trajectories of the agents through 2D space and time as rods in 3D. We obtain smooth trajectories by solving a non-linear optimization problem with a quasi-Newton interior point solver, initializing the solver with a non-intersecting configuration from a modified Dijkstra's algorithm. This space–time formulation allows us to simulate previously ignored phenomena such as highly heterogeneous interactions in very constrained environments. It also provides a solution for scenes with unnaturally symmetric agent alignments without the need for jittering agent positions or velocities. 相似文献
18.
Deformable surface 3D tracking is a severely under-constrained problem and great efforts have been made to solve it. A recent state-of-the-art approach solves this problem by formulating it as a second order cone programming (SOCP) problem. However, one drawback of this approach is that it is time-consuming. In this paper, we propose an effective method for 3D deformable surface tracking. First, we formulate the deformable surface tracking problem as a linear programming (LP) problem. Then, we solve the LP problem with an algorithm which converges superlinearly rather than bisection algorithm whose convergence speed is linear. Our experimental studies on synthetic and real data have demonstrated the proposed method can not only reliably recover 3D structures of surfaces but also run faster than the state-of-the-art method. 相似文献
19.
We present methods for recovering surface height fields such as geometric details of 3D textures by incorporating shadow constraints. We introduce shadow graphs which give a new graph-based representation for shadow constraints. It can be shown that the shadow graph alone is sufficient to solve the shape-from-shadow problem from a dense set of images. Shadow graphs provide a simpler and more systematic approach to represent and integrate shadow constraints from multiple images. To recover height fields from a sparse set of images, we propose a method for integrated shadow and shading constraints. Previous shape-from-shadow algorithms do not consider shading constraints while shape-from-shading usually assumes there is no shadow. Our method is based on collecting a set of images from a fixed viewpoint as a known light source changes its position. It first builds a shadow graph from shadow constraints from which an upper bound for each pixel can be derived if the height values of a small number of pixels are initialized correctly. Finally, a constrained optimization procedure is designed to make the results from shape-from-shading consistent with the height bounds derived from the shadow constraints. Our technique is demonstrated on both synthetic and real imagery. 相似文献
20.
Wei Wang David Fernández-Gutiérrez Rens Doornbusch Joshua Jordan Tixiao Shan Pietro Leoni Niklas Hagemann Jonathan Klein Schiphorst Fabio Duarte Carlo Ratti Daniela Rus 《野外机器人技术杂志》2023,40(8):1996-2009
In this paper, we present our novel autonomous surface vessel platform, a full-scale Roboat for urban transportation. This 4-m-long Roboat is designed with six seats and can carry a payload of up to 1000 kg. Roboat has two main thrusters for cruising and two tunnel thrusters to accommodate docking and interconnectivity between Roboats. We build an adaptive nonlinear model predictive controller for trajectory tracking to account for payload changes while transporting passengers. We use a sparse directed graph to represent the canal topological map and then find the most time-efficient global path in a city-scale environment using the algorithm. We then employ a multiobjective algorithm's lexicographic search to generate an obstacle-free path using a point-cloud projected two-dimensional occupancy grid map. We also develop a docking mechanism to allow Roboat to “grasp” the docking station. Extensive experiments in Amsterdam waterways demonstrate that Roboat can (1) successfully track the optimal trajectories generated by the planner with varying numbers of passengers on board; (2) autonomously dock to the station without human intervention; (3) execute an autonomous water taxi task where it docks to pick up passengers, drive passengers to the destination while planning its path to avoid obstacles, and finally dock to drop off passengers. 相似文献